Lightbearer Warrior-Mage (Zar-Dom)

Description: The Zar-dom is a the back bone of a army of lightbearers they are train at a early age and receive the lightbearer gifts at a early age too. The Lightbearers are trying to organize a army to destroy the horrors. the Zar-Dom are capable of Fighting, and Casting Spells. There leaders keep sharp eye on there soldiers. Because if one goes and rejects from the there system they need to get rid of the problem. They also cast elementalist spells and learn them at the same rate. The Zar-Dom are taught first cirlce talents, then there are ask if they wish to go adventure for a while. By the time they reach circle 5 there leader comes and finds them so they can be taught and train for the army from circle 5-10 they ask to preform certain task for there leaders like kill a horror here or there.
Important Attributes: Str,Dex,Per, and Will
Racial Restrictions: None
Artisan Skills: Robe Embroidery, and Runic Carving
Starting Items: Magic iron That Burns the onwers symbol in there palm of there hand, it makes them loyal to the Lightbearers
Karma Ritual: they Meditate on the great Pattern and figure out away to make there life as bright as it. By doing minior and major good deeds to any one for no price.


First Circle Lightbearer Spellcasting(Zar-Dom) Melee Weapons Thread Weaving(Elemntalisn) Spell Matrix Karma Ritual Second Circle Durability Spell Matrix UnArmed Combat Third Circle Air Speak Avoid Blow Fourth Circle +1 Ininitive Elemental Hold Down Strike Spell Matrix Fifth Circle +1 Recovery test Gliding Stride Will-Force Sixth Circle +2 Physical Defense Rating Life Check Missle Weapons Seventh Circle Locate Horror, Ability of locating horror once activated stayes activated. Cost 10 Points Strain to activated. 1 point to use to locate at additonal 100 ft. base raudis is 100 ft Enchaned Matrix Reshape object Eight Circle Enchanced Matrix Spirit Strike Ninth Circle Spell Defense +3 Second Attack Missle Twister Cat's Paw Tenth Cirlce Protection Sphere: Genarates a Sphere that is 10ft x 10ft. It Absorbs step 20 Damage. For every 3 points of straint it increase the sphere by 5ft or genrates another 3 steps. The activation cost is a whopping 25 points of strain. once this is payed once it will only cost 5 points strain to activate and the caster can change the size of the sphere at will (anywhere from 1-10 feet unless pay strain). Armor rating is 1/2 of the total spheres steps. phyiscal defense=to the casters Body Blade Plant Shelter Eleventh Circle +3 physical defense rating Summoning & Summoning Circle Twelfth Circle Cameleion Unmount Thirteenth Circle +2 Spell Defense Astral Sight Stone Skin Fourteenth Circle +1 initive, +1 recovery Muilt-Strike Earth Armor Fifteenth Circle +1 recovery Hold Thread Vital Strike


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